Hold near-Immunity does not work
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Join Date: Dec 2007
02-18-2010, 05:01 PM
Originally Posted by
I'm not sure I understand what a "global" cooldown is!.
Global cooldown, is the time it takes for the cooldown to go from the top of the box to the bottom (similar to the link between engineering, tactial and science teams), when you fire off VM2 you get a global cooldown on your VM1 to prevent you from firing both at the same time, this is around 15seconds ish.. maybe 20.
The hold times for my VM1 and VM2 are 19 and 24 seconds respectively with my expertise and deflector choices.
As soon as this global coodlown is over you can fire VM1, by then your initial attack VM2 is just wearing off and hold near-immunity is applied to the target. VM1 then lands and roots them again even whilst they have the hold near-immunity buff / recourse.
This allows you to keep someone permanantly chain held if they do not have APO or Science team to break it, we were assured by the devs at the end of beta that this was not possible, obvioulsy they never tested thier own game.